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after playing a few games trying out different tactics i think iv finaly decided on a tournament list
the point of this list it not to take any risks so no hellcannon (which can blow up), no knights (which are too much of a hit or miss)
also i want to create as many possible targets and make it hard to pick a target: this means very few characters spread out in different units so if it gets hit buy dwellers or final transmutation i wont loose my lord and bsb for example
Sorcerer Lord (shadows)
Level 4, Infernal puppet, charmed shield, sword of bloodshed and the +D3 to casting rolls
BsB, talisman of Preservation, favour, halberd
Level 2, dispel scroll, 3rd eye of tzeentch
2 units of 21 warriors
slaanesh, shields, halberds, full command, 1 unit with razor banner and the other with banner of the eternal flame
tzeentch, shields, banner, musicain, blastard standard
mark of khorne, great weapons, full command
4 units of 4 dogs
Festus goes with the marauders
the sorcerer lord goes with the razor banner warriors
bsb and fire wizard in the warriors with banner of the eternal flame
The big block of warriors is hopefully going to be a distraction for shooting however i am nervous that they panic and run off the table from something stupid.
The marauders have two rolls: to be used to weaken a big horde or too tie up something the a horde of chosen with the ward save
Dogs are to get in the way and chase down fleeing units etc
what do u think
looks good, but the dog units are illegal min of 5 dogs per unit.
If you want to limit on things that can go wrong, I would suggest the Blood of Tzeentch instead of the Puppet.
With the Puppet you get damage control when you miscast.
With the Blood, you can:
-Re-roll a dice if you don't get the casting value (with more than a d3 can fix)
-Re-roll a double 1, especially annoying if you do that before you would cast your game-changer (homunculus will not help you here! remember that).
-Re-roll a double 6, and prevent the miscast entirely! no risk of loosing d6 dice from the pool (handy if you miscast on a dice-drainer spell early in the phase).
I realize now you have Festus as a backup mage, so that makes the puppet probably a better option.
Still, some valid points regarding the Blood if I may say so myself.
blood of tzeentch does not let you re-roll 1's unfortunately
also the infernal puppet serves 2 purposes: 1 is for damage control in case my wizard miscasts and the other is too make my opponent think twice b4 throwing 6 dice at a spell incase he miscasts and blows himself up
also it is 4 units of 5 dogs sorry
my main concerns is my lack of cavalry
normally i would take marauder cav however after you have given them flails, light armour and slaanesh they are half the points costs of a chaos knights which is 1000 times more survivable, and my reason for not taking chaos knights is that they are soo expensive and i am finding that they die too easily to things like doom divers, way watchers etc etc despite how awesome they are (and dont get me wrong, chaos knights are still awesome in 8th)
This could work, it's blunt and to the point.
I don't think the lack of cavalry is a problem as such, as long as you use your infantry well.
I'd make a few changes though:
Change at least one of the units of Warriors for Chosen. They're just the nuts. I'd go full command on that unit and put favour here instead of on your BSB.
That level 2 Sorcerer doesn't really seem worth it. You won't have a lot of dice to be flinging spells around with and shadows is quite dice intensive with some high casting values. If you're dead set on taking a third wizard then just make him a level 1 and take fireball. You can keep the third eye if you like to steal useful enemy spells. Better still, make this guy a hero with the book of secrets. You can still use him as your scroll caddy, but this way you can tool him up and make him a more viable combat character. You can also give him MoT and still cast fire magic.
Your units are slightly too big for my liking. I'd be inclined to dropthe 21s down to 18 and the 40 down to say 30 and use the spare points to bag a unit of trolls or something. Your opponent won't know what to go for!
i might try fidiling around with this list to see what i can do
chosen sound good esp on just the unit with 21 warriors with flamming banner
1 of my main concerns was that the unit with flamming banner cld be tarpitted with an ethereal unit as there is no magic weapon in there however i cld give my champion a magic weapon aswell
trolls sound awesome aswell so might look into that and see what i can do
thanks for the tips
i cant wait to test this army out at a few tournaments and see what else needs done to it
It's still solid- I really like the way you've gone with it, and it's very blunt. I was surprised not to see any Sword'n'Board Tzeentchians to keep yourself from getting rolled over, but I guess that with Halberds you're planning on killing anything that you get into base-base with.
If you want Cavalry, I've found that 10 MoK, Flailed up MCav with just a Musician are a good route to go. They're cheap enough to throw away, and they have enough wounds that killing 2 is no cause for a Panic check (not that they care- they're Frenzied). They also offer enough bodies to do some serious damage to enemy wizards, vangaurding into some cover and then suicide-charging his unit. Few people can take down all 10 of them in a round of combat, and that leaves you with a good many S5 attacks to shove down that pesky caster's throat. Even if they break and flee, that's 1 less caster, and 1 more unit that your opponent had to worry about. I'd look into maybe swapping out the Dogs for at least one MCav regiment.
Chaos Lord- Chosen aren't that much better than Warriors. They pay 3 extra points for a free EotG roll, and 1pt of extra WS (redundant when you're usually hitting on 3's with basic Warriors). I don't field them in my army any more unless I'm willing to sink enough into them to buy them a Full Command, Wailing Banner and Favor, which promises me that I'm going to get a good roll on the table. Otherwise, I'd rather just have the Warriors and extra 60pts or so. That's 2 regiments of Hounds, or a Spawn, or halfway to a Warshrine.
Sorry if I came off sounding abrasive. Like I said, the list is solid, and if these strategies have worked for you in the past in your area, by all means go for it. Nothing matters more than your opinion of the list, and your playtests. I can only tell you what I would do if it were my army, and we might play an entirely different style of game.
thanks for the tips guys
1st i love the hellcannon and i always field 1 in friendly games but for a tournament i think it will either do awesome or will die to assassins or cannons or rock lobbas or...
the talisman of preservation is for a 3+ ward and keeps him at S6 so he still very killy
i never run khorne on my warriors as its too easy for them to get led by small units and then flanked charged
i used to never run slaanesh on my warriors but iv started to and im really liking it, knowing your unit is not going to run is nice and besides iv often found my self out side of range from my bsb and having then fail there fear test
nothing is supposed to go in the 40 unit of warriors,
it is ment to stand there and look intimidating and as you can see no champion. this is to stop it getting tarpitted from the anoying reverse wardsave stubborn dark elf general or the only hit on 6's treeman ancient
the champion in the marauders is for festus so to protect him incase he gets challenged
and why wld i put festus with the 40 warriors, they already have a 5+ward in combat and a 4+ against shooting
and besides nurgle is too situational and i wld rather have the 4+ ward
i have droped with wizard to level 1 and given him fire but i might go back to his original setup
everything in my list has a purpose, tzeentch warriors to pin down a flank, razor banner warriors to take out knights and other heavily armoured targets, flamming banner warriors to take out anything with regen (hydra's, hellpit, ogres, trolls)
you can drop 10 marauders mand
50 is far to much
BLOOD FOR THE BLOOD GOD